Arma Reforger Script API
Loading...
Searching...
No Matches
SCR_RewindComponent Interface Reference
Inheritance diagram for SCR_RewindComponent:
SCR_BaseGameModeComponent

Public Member Functions

ScriptInvokerVoid GetOnRewindPointChanged ()
 
bool CanRewind ()
 
bool HasRewindPoint ()
 
bool WasRewinded ()
 
void CreateRewindPoint ()
 Create a rewind point for this session.
 
void DeleteRewindPoint ()
 Remove existing rewind point for this session.
 
void Rewind ()
 Rewind to existing rewind point of this session.
 
override void OnPostInit (IEntity owner)
 
override void OnDelete (IEntity owner)
 
bool IsRewindPoint (notnull const SaveGame save)
 
- Public Member Functions inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode GetGameMode ()
 
void OnGameEnd ()
 Called on all machines when the world ends.
 
void OnGameStateChanged (SCR_EGameModeState state)
 Called when game mode state changes called on all machines.
 
void OnGameModeStart ()
 Called on every machine when game mode starts.
 
void OnGameModeEnd (SCR_GameModeEndData data)
 Called when game mode ends.
 
void OnPlayerConnected (int playerId)
 Called after a player is connected.
 
void OnPlayerAuditSuccess (int playerId)
 Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.
 
void OnPlayerAuditFail (int playerId)
 Event is called when player connecting Session hosting current Game Mode AuditFail() call may be called under two occasions: 1) verification is required but failed (account is not valid, player is banned, internet issues) 2) player cannot be verified as authentication is not required or possible - where it may be valid behavior (server online connectivity turned off for example) Basically non-audited player cannot access persistency/ etc.
 
void OnPlayerAuditTimeouted (int playerId)
 Event is called when player connected to Session was kicked and did not reconnected in time This mean that slot reservation can be canceled.
 
void OnPlayerAuditRevived (int playerId)
 Event is called when player reconnected successfully back to Session after kick This mean that slot reservation need to be finished (closed).
 
void OnPlayerRegistered (int playerId)
 Called on every machine after a player is registered (identity, name etc.).
 
void OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout)
 Called after a player is disconnected.
 
bool PreparePlayerEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
void OnSpawnPlayerEntityFailure_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 
void OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
bool HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator)
 See SCR_BaseGameMode.HandlePlayerKilled.
 
void OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData)
 Called after a player gets killed.
 
void OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator)
 Called after player gets killed in cases where the kill was handled by the game mode, supressing the default OnPlayerKilled behaviour.
 
void OnPlayerDeleted (int playerId, IEntity player)
 Called after a player gets deleted.
 
void OnPlayerRoleChange (int playerId, EPlayerRole roleFlags)
 Called when player role changes.
 
void OnWorldPostProcess (World world)
 Called once loading of all entities of the world have been finished (still within the loading)
 
void OnControllableSpawned (IEntity entity)
 When a controllable entity is spawned, this event is raised.
 
void OnControllableDestroyed (notnull SCR_InstigatorContextData instigatorContextData)
 When a controllable entity is destroyed, this event is raised.
 
void OnControllableDeleted (IEntity entity)
 Prior to a controllable entity being DELETED, this event is raised.
 
void SCR_BaseGameModeComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 

Static Public Member Functions

static SCR_RewindComponent GetInstance ()
 

Protected Member Functions

void OnRewindPointCreated (bool success)
 
void OnRewindDeleted ()
 
void OnSavesLoaded (bool success)
 
void RemoveUnusedRewindPoints ()
 Remove any rewind points that were not cleaned up from last playthrough.
 
void OnSavedCreated (SaveGame save)
 
void OnSaveDeleted (SaveGame save)
 

Protected Attributes

ref ScriptInvokerVoid m_OnRewindPointChanged
 
SaveGame m_RewindPoint
 
bool m_bWasRewinded
 
- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Static Protected Attributes

const static string s_RewindPointName = "Rewind"
 

Member Function Documentation

◆ CanRewind()

bool SCR_RewindComponent.CanRewind ( )
Returns
Check if a rewind point exists for this session.

◆ CreateRewindPoint()

void SCR_RewindComponent.CreateRewindPoint ( )

Create a rewind point for this session.

◆ DeleteRewindPoint()

void SCR_RewindComponent.DeleteRewindPoint ( )

Remove existing rewind point for this session.

◆ GetInstance()

static SCR_RewindComponent SCR_RewindComponent.GetInstance ( )
static
Returns
Local instance of this component

◆ GetOnRewindPointChanged()

ScriptInvokerVoid SCR_RewindComponent.GetOnRewindPointChanged ( )

◆ HasRewindPoint()

bool SCR_RewindComponent.HasRewindPoint ( )
Returns
Check if a rewind point exists for this session.

◆ IsRewindPoint()

bool SCR_RewindComponent.IsRewindPoint ( notnull const SaveGame save)

◆ OnDelete()

override void SCR_RewindComponent.OnDelete ( IEntity owner)

◆ OnPostInit()

override void SCR_RewindComponent.OnPostInit ( IEntity owner)

◆ OnRewindDeleted()

void SCR_RewindComponent.OnRewindDeleted ( )
protected

◆ OnRewindPointCreated()

void SCR_RewindComponent.OnRewindPointCreated ( bool success)
protected

◆ OnSavedCreated()

void SCR_RewindComponent.OnSavedCreated ( SaveGame save)
protected

◆ OnSaveDeleted()

void SCR_RewindComponent.OnSaveDeleted ( SaveGame save)
protected

◆ OnSavesLoaded()

void SCR_RewindComponent.OnSavesLoaded ( bool success)
protected

◆ RemoveUnusedRewindPoints()

void SCR_RewindComponent.RemoveUnusedRewindPoints ( )
protected

Remove any rewind points that were not cleaned up from last playthrough.

◆ Rewind()

void SCR_RewindComponent.Rewind ( )

Rewind to existing rewind point of this session.

◆ WasRewinded()

bool SCR_RewindComponent.WasRewinded ( )
Returns
Check if the current session was rewinded to from previous session.

Member Data Documentation

◆ m_bWasRewinded

bool SCR_RewindComponent.m_bWasRewinded
protected

◆ m_OnRewindPointChanged

ref ScriptInvokerVoid SCR_RewindComponent.m_OnRewindPointChanged
protected

◆ m_RewindPoint

SaveGame SCR_RewindComponent.m_RewindPoint
protected

◆ s_RewindPointName

const static string SCR_RewindComponent.s_RewindPointName = "Rewind"
staticprotected

The documentation for this interface was generated from the following file: